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  • How to put a div above flash file ?

    - by Mostafa
    Hi , I used jquery tools tooltip and i positioned icons 30 px under flash banner . The problem is when i hover icons , tooltips hide under flash banner , I gave high z-index to the tooltip div or other parent div in order position that above flash banner, but no difference . Is there any way to overcome this problem ? At the bottom picture , The green section is flash file and as you can see part of tooltip is hidden

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  • How to eliminate one of my extra DropDownLists in C#?

    - by salvationishere
    I'm developing a C#/SQL web app in VS 2008 but for some reason I have one extra DropDownList. The very first dropdownlist displaying is empty. Can you help me identify the cause of this behavior? I'm baffled! An excerpt of my code is below. private DropDownList[] newcol; // Add DropDownList Control to Placeholder private DropDownList[] CreateDropDownLists() { DropDownList[] dropDowns = new DropDownList[NumberOfControls]; for (int counter = 0; counter < NumberOfControls; counter++) { DropDownList ddl = new DropDownList(); SqlDataReader dr2 = ADONET_methods.DisplayTableColumns(targettable); ddl.ID = "DropDownListID" + counter.ToString(); int NumControls = targettable.Length; DataTable dt = new DataTable(); dt.Load(dr2); ddl.DataValueField = "COLUMN_NAME"; ddl.DataTextField = "COLUMN_NAME"; ddl.DataSource = dt; ddl.SelectedIndexChanged += new EventHandler(ddlList_SelectedIndexChanged); ddl.DataBind(); ddl.AutoPostBack = true; ddl.EnableViewState = true; //Preserves View State info on Postbacks //ddlList.Style["position"] = "absolute"; //ddl.Style["top"] = 80 + "px"; //ddl.Style["left"] = 0 + "px"; dr2.Close(); dropDowns[counter] = ddl; } return dropDowns; } protected void ddlList_SelectedIndexChanged(object sender, EventArgs e) { DropDownList ddl = (DropDownList)sender; string ID = ddl.ID; } //Create display panel private void CreateDisplayPanel() { btnSubmit.Style.Add("top", "auto"); btnSubmit.Style.Add("left", "auto"); btnSubmit.Style.Add("position", "absolute"); newcol = CreateDropDownLists(); for (int counter = 0; counter < NumberOfControls; counter++) { pnlDisplayData.Controls.Add(newcol[counter]); pnlDisplayData.Controls.Add(new LiteralControl("<br><br><br>")); pnlDisplayData.Visible = true; pnlDisplayData.FindControl(newcol[counter].ID); } }

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  • Function doesn't work, but it must work

    - by Artem
    private void Main_OnLayoutUpdated(object sender, EventArgs e) { label1.Content = Classes.Global.X.ToString(); Classes.Global.PositionChanged(this); } PositionChanged writes to X new x-position of window. It works, but as soon as I delete label1 it stops working. No errors.

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  • jQuery: attr('height')

    - by jerrygarciuh
    Hi folks, I have a container div with the following CSS: #container { position:relative; overflow:hidden; width:200px; height:200px; } Why does this: alert('height is ' + $("#container").attr('height')); Return that height is undefined? Thanks, JG

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  • Sound/Silence in a wav file.

    - by Vivek
    Hi, I am searching for a utility/code that could detect and let me know if my 1 minute wav file contains sound or not ? Other way, if it could detect the duration of the silence(if exists) at any position in the wav file, that would also server the purpose. Does SOX support any command for that ? I tried with Java, but didnt found anything in JMF. Thanks Vivek

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  • Cocos2d: Move a Sprite along a path/bezier ?

    - by eemceebee
    Hi I need to move a sprite from one CGPoint to another using Cocos2d for the Iphone. The problem is that the animation should be along a bezier. Basically I would use this : id move = [CCMoveTo actionWithDuration:.5f position:ccp(100,200)]; [sprite runAction:move]; Now how can I do this in a non linear path ? Thx

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  • iphone - getting the button id in a segmented control

    - by Mike
    I am trying to create something that uses the idea of the UIPopOverController, I mean, have that speech bubble anchor pointing to the button who triggered the method. The problem is that I am using a UISegmentedControl... How do I get the id of the button that was tapped on a UISegmentedControl, so I can determine its position and generate the anchor? thanks for any help.

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  • How do I programmatically duplicate UIViews built in interface builder?

    - by Cam Spiers
    I want to build up a sub-UIView in Interface Builder (contained within a UIScrollView) with some UILabels contained, I then want to programmatically "copy" this view adjust its left position (by multiples of its width) to achieve a "floating" left effect inside a UIScrollView. I then want to add this copied UIView back into the UIScrollView with different text for the UILabels. The problem is I don't know how and if you can "copy" UIViews.

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  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

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  • Django Admin Page missing CSS

    - by super9
    I saw this question and recommendation from Django Projects here but still can't get this to work. My Django Admin pages are not displaying the CSS at all. This is my current configuration. settings.py ADMIN_MEDIA_PREFIX = '/media/admin/' httpd.conf <VirtualHost *:80> DocumentRoot /home/django/sgel ServerName ec2-***-**-***-***.ap-**********-1.compute.amazonaws.com ErrorLog /home/django/sgel/logs/apache_error.log CustomLog /home/django/sgel/logs/apache_access.log combined WSGIScriptAlias / /home/django/sgel/apache/django.wsgi <Directory /home/django/sgel/media> Order deny,allow Allow from all </Directory> <Directory /home/django/sgel/apache> Order deny,allow Allow from all </Directory> LogLevel warn Alias /media/ /home/django/sgel/media/ </VirtualHost> <VirtualHost *:80> ServerName sgel.com Redirect permanent / http://www.sgel.com/ </VirtualHost> In addition, I also ran the following to create (I think) the symbolic link ln -s /home/djangotest/sgel/media/admin/ /usr/lib/python2.6/site-packages/django/contrib/admin/media/ UPDATE In my httpd.conf file, User django Group django When I run ls -l in my /media directory drwxr-xr-x 2 root root 4096 Apr 4 11:03 admin -rw-r--r-- 1 root root 9 Apr 8 09:02 test.txt Should that root user be django instead? UPDATE 2 When I enter ls -la in my /media/admin folder total 12 drwxr-xr-x 2 root root 4096 Apr 13 03:33 . drwxr-xr-x 3 root root 4096 Apr 8 09:02 .. lrwxrwxrwx 1 root root 60 Apr 13 03:33 media -> /usr/lib/python2.6/site-packages/django/contrib/admin/media/ The thing is, when I navigate to /usr/lib/python2.6/site-packages/django/contrib/admin/media/, the folder was empty. So I copied the CSS, IMG and JS folders from my Django installation into /usr/lib/python2.6/site-packages/django/contrib/admin/media/ and it still didn't work

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  • WPF Control Background under GridViewColumn

    - by sergo_lsn
    Hi, I'd like make background for colums like in this image http://www.freeimagehosting.net/image.php?e2435df982.png I have CheckBoxes on the left and TreeView on the right. In one column I have checkboxes in other I have treeview. In column with checkboxes I need set background. Background has to be permanent. .... </DataTemplate> </GridViewColumn.CellTemplate> </GridViewColumn> <GridViewColumn Width="25"> All column has to have background not only cell <GridViewColumn.CellTemplate> <DataTemplate> <CheckBox> <CheckBox.Resources> <ResourceDictionary> <ResourceDictionary.MergedDictionaries> .... </ResourceDictionary.MergedDictionaries> </ResourceDictionary> </CheckBox.Resources> </CheckBox> </DataTemplate> </GridViewColumn.CellTemplate> </GridViewColumn> </GridViewColumn> <GridViewColumn Width="300"/> </TreeListView.Columns> <TreeListView.Resources> <ResourceDictionary> <ResourceDictionary.MergedDictionaries> ... TreeView.xaml </ResourceDictionary.MergedDictionaries> </ResourceDictionary> </TreeListView.Resources> <TreeListView.ItemTemplate> <HierarchicalDataTemplate> <HierarchicalDataTemplate.ItemsSource> .... </HierarchicalDataTemplate.ItemsSource> </HierarchicalDataTemplate> </TreeListView.ItemTemplate> </TreeListView>

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  • AutoScroll issues with custom layout on Windows Forms application

    - by Lurker Indeed
    I've implemented a basic custom layout engine in Windows Forms that does control sizing and positioning. I was hoping to allow the AutoScroll features to work untouched, but any time I have enough controls on the screen to require a scroll bar, some of the layout events that get fired (i.e, a rich text box that expands the height as it types) not only fire the layout events, but they force the scroll bar back at (0,0). Do I have any options besides looking at the scroll position and positioning the controls manually based on that?

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  • IIS7 Web.Config Custom Errors

    - by Michael
    Using GoDaddy to host my site (I know that's my first problem)! :-) Trying to setup customer error messages for my site. GoDaddy allows you to setup a 404 in their control panel, but I can't override this, or setup any additional error redirects, specifically a 500-server error. Here is my web.config file: <configuration> <system.webServer> <rewrite> <rules> <rule name="Redirect to WWW" stopProcessing="true"> <match url=".*" /> <conditions> <add input="{HTTP_HOST}" pattern="^mysite.com$" /> </conditions> <action type="Redirect" url="http://www.mysite.com/{R:0}" redirectType="Permanent" /> </rule> </rules> </rewrite> </system.webServer> <system.web> <customErrors mode="On" defaultRedirect="http://www.mysite.com/oops.php"> <error statusCode="404" redirect="http://www.mysite.com/oops.php?error=404" /> <error statusCode="500" redirect="http://www.mysite.com/oops.php?error=500" /> </customErrors> </system.web> </configuration>

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  • jQuery: Is mouse over element?

    - by JamesBrownIsDead
    I could write something pretty easily to determine whether the mouse is over a given element, but is there already anything in the jQuery core library (or a plugin I guess) that will tell me whether the current mouse position is over a given element?

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  • Invert 1 bit in C#

    - by Matt Jacobsen
    I have 1 bit in a byte (always in the lowest order position) that I'd like to invert. ie given 00000001 I'd like to get 00000000 and with 00000000 I'd like 00000001. I solved it like this: bit > 0 ? 0 : 1; I'm curious to see how else it could be done.

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  • Rmagick, Watermarks, and Image Transparency

    - by Hulihan Applications
    I'm having trouble making an image semi-transparent. I have one image I'd like to set to 50% opacity and position it over another image(using composite operator:OverCompositeOp). Anyone know how an easy way to do such a thing? A little background: I'm trying to make a good watermark to place over images, but I'm not fan of rmagick's built-in watermark() function or the shade-composite method.

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  • How can I get a call stack listing in Perl?

    - by slashmais
    Is there a way I can access (for printout) a list of sub + module to arbitrary depth of sub-calls preceding a current position in a Perl script? I need to make changes to some Perl modules (.pm's). The workflow is initiated from a web-page thru a cgi-script, passing input through several modules/objects ending in the module where I need to use the data. Somewhere along the line the data got changed and I need to find out where.

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  • Disable "mobile phone" and "fax" from joomla contact information

    - by Mala
    Hi I have a joomla installation with a contacts form. Specifically, there are two contacts with position, email, name, phone. However, joomla seems to insist on having two empty columns "Mobile phone" and "Fax" that I can't seem to get rid of. Neither contact has a mobile phone or fax, and they are disabled in both sets of contact parameters? what am I doing wrong? Thanks! Mala

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  • Google maps API - info window height and panning

    - by Tim Fountain
    I'm using the Google maps API (v2) to display a country overlay over a world map. The data comes from a KML file, which contains coords for the polygons along with a HTML description for each country. This description is displayed in the 'info window' speech bubble when that country is clicked on. I had some trouble initially as the info windows were not expanding to the size of the HTML content they contained, so the longer ones would spill over the edges (this seems to be a common problem). I was able to work around this by resetting the info window to a specific height as follows: GEvent.addListener(map, "infowindowopen", function(iw) { iw = map.getInfoWindow(); iw.reset(iw.getPoint(), iw.getTabs(), new GSize(300, 295), null, null); }); Not ideal, but it works. However now, when the info windows are opened the top part of them is sometimes obscured by the edges of the map, as the map does not pan to a position where all of the content can be viewed. So my questions: Is there any way to get the info windows to automatically use a height appropriate to their content, to avoid having to fix to a set pixel height? If fixing the height is the only option, is there any way to get the map to pan to a more appropriate position when the info windows open? I know that the map class has a panTo() method, but I can't see a way to calculate what the correct coords would be. Here's my full init code: google.load("maps", "2.x"); // Call this function when the page has been loaded function initialize() { var map = new google.maps.Map2(document.getElementById("map"), {backgroundColor:'#99b3cc'}); map.addControl(new GSmallZoomControl()); map.setCenter(new google.maps.LatLng(29.01377076013671, -2.7866649627685547), 2); gae_countries = new GGeoXml("http://example.com/countries.kmz"); map.addOverlay(gae_countries); GEvent.addListener(map, "infowindowopen", function(iw) { iw = map.getInfoWindow(); iw.reset(iw.getPoint(), iw.getTabs(), new GSize(300, 295), null, null); }); } google.setOnLoadCallback(initialize);

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  • UISearchBarBackground Class

    - by Jim Bonner
    I am using the following piece of code to hide the background on a UISearchBar: [[searchView.subviews objectAtIndex:0] setHidden:YES]; Pretty simple, but I worry about hard coding a position in a subview list. So I went looking for the UISearchBarBackground.h file and cannot find it. Does any know where the definition is hiding?

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  • Getting XQuery [modify()]: Top-level attribute nodes are not supported error while modifying xml

    - by sam
    DECLARE @mycur CURSOR DECLARE @id int DECLARE @ParentNodeName varchar(max) DECLARE @NodeName varchar(max) DECLARE @NodeText varchar(max) SET @mycur = CURSOR FOR SELECT * FROM @temp OPEN @mycur FETCH NEXT FROM @mycur INTO @id,@ParentNodeName,@NodeName,@NodeText WHILE @@FETCH_STATUS = 0 BEGIN PRINT @id -- sample statements PRINT @ParentNodeName PRINT @NodeName SET @x.modify (' insert attribute status {sql:variable("@status")} as first into (/@ParentNodeName/@NodeName/child::*[position()=sql:variable("@status")])[1] ') FETCH NEXT FROM @mycur INTO @id,@ParentNodeName,@NodeName,@NodeText END DEALLOCATE @mycur Any idea why I am getting this error as query works fine if I manually insert path

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  • Sending large serialized objects over sockets is failing only when trying to grow the byte Array, bu

    - by FinancialRadDeveloper
    I have code where I am trying to grow the byte array while receiving the data over my socket. This is erroring out. public bool ReceiveObject2(ref Object objRec, ref string sErrMsg) { try { byte[] buffer = new byte[1024]; byte[] byArrAll = new byte[0]; bool bAllBytesRead = false; int iRecLoop = 0; // grow the byte array to match the size of the object, so we can put whatever we // like through the socket as long as the object serialises and is binary formatted while (!bAllBytesRead) { if (m_socClient.Receive(buffer) > 0) { byArrAll = Combine(byArrAll, buffer); iRecLoop++; } else { m_socClient.Close(); bAllBytesRead = true; } } MemoryStream ms = new MemoryStream(buffer); BinaryFormatter bf1 = new BinaryFormatter(); ms.Position = 0; Object obj = bf1.Deserialize(ms); objRec = obj; return true; } catch (System.Runtime.Serialization.SerializationException se) { objRec = null; sErrMsg += "SocketClient.ReceiveObject " + "Source " + se.Source + "Error : " + se.Message; return false; } catch (Exception e) { objRec = null; sErrMsg += "SocketClient.ReceiveObject " + "Source " + e.Source + "Error : " + e.Message; return false; } } private byte[] Combine(byte[] first, byte[] second) { byte[] ret = new byte[first.Length + second.Length]; Buffer.BlockCopy(first, 0, ret, 0, first.Length); Buffer.BlockCopy(second, 0, ret, first.Length, second.Length); return ret; } Error: mscorlibError : The input stream is not a valid binary format. The starting contents (in bytes) are: 68-61-73-43-68-61-6E-67-65-73-3D-22-69-6E-73-65-72 ... Yet when I just cheat and use a MASSIVE buffer size its fine. public bool ReceiveObject(ref Object objRec, ref string sErrMsg) { try { byte[] buffer = new byte[5000000]; m_socClient.Receive(buffer); MemoryStream ms = new MemoryStream(buffer); BinaryFormatter bf1 = new BinaryFormatter(); ms.Position = 0; Object obj = bf1.Deserialize(ms); objRec = obj; return true; } catch (Exception e) { objRec = null; sErrMsg += "SocketClient.ReceiveObject " + "Source " + e.Source + "Error : " + e.Message; return false; } } This is really killing me. I don't know why its not working. I have lifted the Combine from a suggestion on here too, so I am pretty sure this is not doing the wrong thing? I hope someone can point out where I am going wrong

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